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El Huracán (PL 10) ~ TheRedGuy

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Player Name: TheRedGuy
Character Name: El Huracán
Power Level: 10 (157/163PP)
Trade-Offs: +2 Defense / -2 Toughness
Unspent Power Points: 6


In Brief: Hotheaded Hispanic air controller studying at Claremont.
Residence: Claremont Academy
Base of Operations: Freedom City
Catchphrase: TBD


Alternate Identity: Aníbal Herrera Miramontes
Identity: Secret
Birthplace: Freedom City, USA
Occupation: Claremont Student
Affiliations: N/A.
Family: Eduardo Herrera Moreno (father, age 55), María Elena Herrera Miramontes (mother, age 42), Alejandro Herrera Miramontes (brother, age 20)


Age: 16 (DoB: Feb 1st 1999)
Apparent Age: late teens/early 20s
Gender: Male
Ethnicity: Hispanic
Height: 5'9“
Weight: 175 lbs
Eyes: Amber
Hair: Jet Black



Lean and muscular, Aníbal cuts a striking figure, appearing older and more mature than he really is. His skin is bronze, without visible blemishes save for a small mole above his upper lip. He keeps his hair neatly slicked back, and is always meticulously groomed. Perhaps his most unusual feature are his eyes, of a rare amber color, glimmering with warmth and mirth. His clothes are obviously expensive, but never gaudy, with no obnoxiously large labels or logos on display. He is usually dressed casually but conservatively, in a style reminiscent of North American „preppies“, though with a Latin twist to the colors and fabrics. His English is flawless, although spoken with a refined, velvet smooth Hispanic accent. Anyone meeting him for the first time would recognise immediately that he's a scion of the moneyed elite, a child of privilege.


As El Huracán, he wears a specially designed flight suit. It is black, skin-tight, with gold accents on the boots and gloves, black goggles whose lenses appear gold-tinted on the outside, and a golden whirlwind symbol on the chest.


Power Descriptions:

Aníbal is a mutant aerokinetic, capable of controlling the flow of air currents to produce a variety of effects. He can create gale-force winds capable of knocking over opponents and pushing heavy objects, launch damaging blasts of compressed air, suffocate people by removing air from their lungs, deflect incoming projectiles and throw them back at the attacker, and cause a devastating whirlwind in an area of up to 125 feet in radius. His control over air also enables him to fly at speeds of up to 250 mph. His lungs have enhanced capacity, allowing him to hold his breath for longer periods of time and breathe normally even in extremely high altitudes. By sensing subtle variations in air flow, he can feel objects even if he can't see them.


His custom-built flight suit comes with special glare-resistant goggles that adjust to allow improved vision in limited light conditions. The suit's padding affords limited protection from damage. It is lined with an experimental material that isolated the wearer from extreme heat and cold, as well as protecting from the effects of high pressure during fast aerial maneuvers.



In 1993, during the Terminus invasion, Eduardo Herrera Moreno found himself in Freedom City, in the American headquarters of his firm, Herrera International. He had risen from humble beginnings and built a business exporting premium Mexican tequilas worldwide. Refusing the opportunity to evacuate the city, he stayed behind, helping the 50-odd employees of his Freedom City office escape to safety in the face of Omegadrone devastation. He himself sustained an injury during the attack, which reduced the Herrera International headquarters to rubble. His life was saved by the intervention of one of Freedom City's superheroes. While he was exposed to the strange energies of the Terminus, they seemed to have left no long-term consequences. After the attack was foiled, Herrera returned to Mexico a hero. The press praised his actions during the crisis and highlighted his generous donations to the reconstruction funds, particularly helping out the city's Hispanic neighborhoods. Overnight, the nouveau riche outsider became a fixture among the country's patrician elites. Soon he met a young socialite, María Elena Miramontes, daughter of Don Nicéforo Miramontes Castillo, owner of one of the largest agave plantations in Mexico and the associated Miramontes distillery. The two married in 1994, which boosted Herrera's standing and wealth considerably. In 1995, their first child, Alejandro, was born.


In 1999, while María Elena was visiting her husband in Freedom City, she went into labor several weeks before she was due. On the eve of February 1st 1999, she gave birth to a healthy baby boy, named Aníbal María Nicéforo Herrera Miramontes. The child was an American citizen by accident of birth. Little Aníbal grew up in Mexico, spending time in his father's luxury villa in Ciudad de Mexico and his grandfather's massive Rancho Miramontes. His father, an avid history buff, had named both his sons after famous conquerors, hoping to raise them to take over the family business. Aníbal was tutored by the finest private teachers, showing a precocious intellect and an aptitude for many different fields of study. He also enjoyed physical activity, learning to ride from an early age and excelling in sports, particularly gymnastics. He was, by all appearances, a normal kid, albeit one living in the lap of luxury and privilege. The only unusual ability he showed was an ability to hold his breath for extended periods of time, certainly nothing out of the ordinary. Still, after hitting puberty, strange phenomena began to occur. Strange gusts of wind would sometimes happen when he was nearby, often knocking over vases or sending papers flying. The wind would often change direction or intensity or abruptly stop. Still, no one connected this to him in any way. Until one fateful day…


Aníbal had always particularly enjoyed the feeling of the wind in his hair and on his skin, and was always a passionate young man, a thrill-seeker by nature. He took up skydiving as a hobby, despite the protestations of his mother. On his first jump, accompanied by an instructor, there was a problem. The instructors parachute failed to open. Aníbal found himself thousands of feet in the air, plummeting towards the ground. He panicked. He could feel the air like never before, feel every current, every minute difference in pressure. Only one thought coursed through his mind: Up. Not down. Definitely up. He felt the grip of his instructor on his harness. He felt the currents change, the winds blowing from underneath, getting stronger and stronger, until the two of them suddenly stopped in mid-air, floating on the currents like a giant seagull. It was hard to tell who was more shocked by this development.


„What the Hell are you, kid?!“, the instructor asked.

„I don't know“, Aníbal answered in earnest.


With some effort, Aníbal began to slowly descend, eventually landing in front of his shocked and horrified parents. A hefty payment was made to the instructor, who swore not to tell anyone what happened. Over the next couple of months, Aníbal came to terms with his abilities, learning to exert conscious control over them. He learned he could cause winds, powerful, devastating, gale-force winds, if he focused enough to do it. He learned to fly using the air currents, and asked his parents to finance the construction of a prototype flight suit designed to make flying through the air easier and safer. He learned to compress air and launch it with devastating force against obstacles. This was indeed great power, and he firmly decided it could not be suppressed or kept a secret. His grandfather had always spoken of noblesse oblige, the obligation of the powerful to protect those less fortunate than them. A superhero was a kind of nobleman for the 21st century. Aníbal decided to use his powers for good, to help people. His father was uncertain. He had wanted to groom his sons for power, but this was not the power he had in mind. Still, he had seen the destruction wrought by an immensely powerful threat checked and defeated by superheroes, one of whom had saved his life. He agreed to his son's request, on condition that he keep his identity a secret. Soon afterwards, he used his extensive contacts to arrange his son's transfer to an exclusive private school for gifted youngsters in Freedom City, a place where he would hone his abilities and learn to master them. Taking the name El Huracán, after the Mayan god of storms, Aníbal took the first step in his career as a hero.


Personality & Motivation:

Aníbal was given a patrician upbringing, and it shows in his manner and attitude. He carries himself with poise and elegance, although without a trace of arrogance or coldness. Naturally charismatic, he enjoys company and conversation and knows how to put most people at ease. He's classically handsome and charming in an old-fashioned way, which makes him popular with the girls – although he leans more towards boys. Still, his smooth approach may be seen as insufferably fancy and patronising by those of a more coarse, direct bent. Despite the fact his demeanor makes him appear more mature and levelheaded than the typical teenager, he is nevertheless still young, and has a passionate, impulsive streak liable to get him into trouble. He was always a little reckless, and the development of his powers has made him even more prone to rush headlong into danger at the first opportunity.


His motivation for becoming a superhero is a sense of personal responsibility instilled in him by his grandfather, an old-fashioned landowner. While he has no interest in playing the role of a businessman or the padrón of a hacienda, he feels obligated to use his newfound powers to make the world a better place to live, and particularly to protect those less fortunate than he is. He's proud of his heritage, and eager to serve as a role model to young Latinos everywhere and an ambassador for his country and community. However, in addition to these lofty aspirations and ideals, another reason for his choice is a typical teenage boy's pursuit of excitement and adventure, and an opportunity to impress some handsome chicos or cute senoritas.


Powers & Tactics:

In a combat situation, El Huracán will stay out of range, relying on dodging enemy attacks or deflecting them by manipulating the wind. He attacks from a distance, hurling blasts of air or knocking down opponents with gusts of wind. Usually he stays in the air, hovering above the action and avoiding direct contact. While his suit offers him some protection, able to stop pistol bullets and cushion cuts and blows, he is rather fragile in an up close fight, easily overpowered by a trained or stronger foe. He has a love of flashy moves and daring stunts, and his natural confidence and rapier wit can get under the skin of opponents, as well as inspire his comrades. While he has a good grip on his powers, his youth and inexperience can land him in hot water. 



Anchors Aweigh: As a dual citizen of Mexican heritage, Aníbal may occasionally run into some anti-immigrant sentiment. Having to divide his loyalties between Mexico and the US may also pose a problem in some cases.

Who Is That Handsome Young Devil?: He promised his parents to keep his true identity a secret. It's not easy.

Target of Opportunity: As the son of one of the wealthiest men in Mexico, he's a ripe target for anyone trying to cause harm to his father.

Salsa y Sabor: A combination of inherited passionate temperament and teenage recklessness makes him prone to showboating and flamboyant displays of his powers. He'll usually take unnecessary risks and rush into danger where a more considered approach would be superior.

Rich Corinthian Leather: Aníbal had a privileged upbringing, and is used to living in the lap of luxury. While he is generous and sympathetic to those less fortunate than himself and never ostentatious with his money, he does enjoy the finer things in life. Because of his upper class lifestyle, he can find it hard to relate to those from poorer backgrounds, and they in turn may resent his wealth and good fortune. 

Touched By The Terminus: Although it hasn't been officially established, it is likely that Aníbal's powers stem at least in part from his father's exposure to Terminus energy years before. This may cause problems later on.

Abilities: 4 + 8 + 4 + 6 + 2 + 8 = 32PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 18 (+4)

Combat: 8 + 12 = 20PP
Initiative: +4
Attack: +4 Melee, +10 Ranged
Grapple: +6 (+22 w/Air Control)
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Knockback: -5

Saving Throws: 6 + 6 + 6 = 18PP
Toughness: +8 (+2 Con, +6 Protective Padding (+3 impervious) )
Fortitude: +8 (+2 Con, +6)
Reflex: +10 (+4 Dex, +6)
Will: +6 (+0 Wis, +6)

Skills: 48R = 12PP
Acrobatics 1 (+5)
Bluff 4  (+8)
Computers 1 (+4)
Concentration 2 (+3)
Diplomacy 4 (+8)
Handle Animal 2 (+6) 

Knowledge (art) 1 (+4)
Knowledge (business) 1 (+4)
Knowledge (civics) 1 (+4)
Knowledge (current affairs) 1 (+4)
Knowledge (history) 1 (+4)
Knowledge (popular culture) 3 (+6)
Knowledge (theology & philosophy) 1 (+4)
Language 4 (English, Spanish [Native], French, German, Latin)
Notice 6 (+8)
Perform (dance) 3 (+8)
Perform (oratory) 1 (+5)
Perform (keyboards) 4 (+9)

Perform (singing) 2 (+6)
Ride 1 (+5)
Sense Motive 2 (+4)

Feats: 21PP

Attack Focus (Ranged) 6
Benefit (Dual Citizenship: US-Mexico)
Benefit 2 (Wealthy Parents)
Distract (Bluff)
Dodge Focus 6
Favored Environment (air)


Powers: 37 + 12 + 1 + 4 = 54PP


Aerokinesis 11.5 (23PP Array); Feats: Alternate Power 7, Dynamic 8;  Drawbacks: Power Loss (in vacuum) -1) [37PP] (air, mutant)

  • Dynamic Base PowerMove Object 11 (Air Control; Extras: Range (perception); Feats: Precise; Flaws: Action (full) ) {23/23} (air)
  • DAPBlast 10 (Air Blast; Feats: Indirect 3) {23/23} (air)
  • DAPBlast 5 (Tornado; Extras: Area [25-125 ft. radius Burst], Duration; Feats: Progression - Increase Area 2, Progression - Increase Range) {23/23} (air)
  • DAPSuffocate 5 (Suffocation; Extras: Range 2 (perception) ) {20/23} (air)
  • DAPFlight 5 (Wind Riding) {10/23} (air)
  • DAPDeflect 4 (Wind Screen; Extras: Reflect, Action 3 (reaction), slow projectiles) {20/23} (air)
  • DAP: Trip 10 (Blow Away; Range 100 ft; Extras: Knockback; Feats: Indirect 3 (any point, any direction) {23/23} (air)
  • DAP: Trip 5 (Gale; Range 50 ft; Extras: Knockback, Area [50-100 ft Cone], Selective Attack; Feats: Accurate (+2), Improved Trip, Progression - Increase Area {23/23} (air)

Device 3 (Huracán Flight Suit; 15PP Container; Hard-To-Lose) [12PP] 

  • Sensory Shield 3 + Super-Senses 1 (Goggles; +6 vs visual effects; low-light vision) [4PP] (technology)
  • Protection 6 (Protective Padding; Extras: Impervious (3 ranks) ) [9PP] 
  • Immunity 3 (Protective Lining; cold, heat, high pressure; Flaws: Limited - Half Effect) [2PP].

Immunity 1 (suffocation (drowning); Enhanced Lung Capacity; Extras:  Flaws: Limited - Half Effect ) [1PP] (mutant)

Super-Senses 5 (Sense Air Flow; Blindsight (tactile), Danger Sense (tactile); Drawback: Power Loss (in vacuum) -1 )  [4PP] (mutant, air)


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed Attack      Touch      DC 17 Toughness                Damage (Physical)
Air Blast           Ranged     DC 25 Toughness                Damage (Physical)
Suffocate           Percept.   DC 15 Fortitude                Suffocation
Tornado             Area       DC 20 Toughness                Damage (Physical)

Blow Away           Ranged     DC 25 Toughness (Staged)       Damage (Physical)

 1d20+10 vs. STR or DEX         Trip

Gale                Ranged     DC 20 Toughness (Staged)       Damage (Physical)

  1d20+5 vs. STR or DEX (worse)  Trip



Totals: Abilities (32) + Combat (20) + Saving Throws (18) + Skills (12) + Feats (21) + Powers (54) = 157/163 Power Points

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I made your formatting less double spaced.

I feel as if Riched Corinthian Leather and I want to be like the Common people could probably be combined into a single complication.  But, that's just me.  Anyways, let's get to the meat of what I'm good at dissecting the math.

If I may make a suggestion.  There's nothing wrong with the way you have your skills picked out now.  But, you could take Eidetic Memory, Jack of All Trades or even Beginner's Luck rather than have multiple skills with a single rank get a few with some more visible proficiency in.  But, that's up to you.

DAP: Air Control 11 (Air Control) {22/22} (air) Air Control should probably be annotated as Move Object.  Because Air ends up not really being a limitation to Move Object when you can use that mass of air just about anywhere to move objects around.  You could bring it to the same cost by possibly limiting it direction wise and then bumping up to perception range.  But, I think the other refs have historically not been fond of Air Control as written since it's not really flaw for Move Object.
DAP: Blast 10 (Air Blast; Feats: Indirect 3) {22/22} (air) is actually worth 23 points
DAPBlast 5 (Tornado; Extras: Area [25-125 ft. radius Burst], Duration; Feats: Progression - Increase Area 2, Progression - Increase Range) {22/22} (air) is also worth 23 points

DAPSuffocate 5 (Suffocation; Extras: Range 2 (perception) ) {19/22} (air) is worth 20 points.

This is the point I realize that you've been applying the Power Loss Drawback to each of the individual powers rather than the array itself.  Which should grant a cost break on the Array not the components.  Normally when you apply a modifier to the array it's supposed to be affect the cost of the array itself not the components.  Though arguably one could just apply the drawback to the each individual power. Though the way power loss affects arrays that gets a bit silly.  But even if it did affect each individual component, then under that logic so would precise.  I'd actually recommend dropping precise and making it an 11.5 array (23PP Array).

I assume the Limitation Flaw on Immunity is meant to be Limited to Half, but if you would please specify in case you meant something else.  I'd consider dropping one of your two Favored Environments. Be it the feat or the immunity's.   You can certainly have both if you really want.  But, I don't think a GM is going to have the circumstance bonus our house rules give stack for being airborn at high altitudes.

Speaking of house rules.  Our house rules actually make it so Defensive Roll give you +2 Toughness, though there's not Reflex bonus to Area attacks for consideration.  As it stands this means he's breaking Defensive Caps with the toughness he gets from the padding+ Defensive Roll.  

Since we use Ultimate Power Sensory Shield would actually give a bonus against all sensory effects of the chosen sense rather than just Dazzles.  No problem there, but Darkvision actually costs 2PP.  Though I suppose if you lower Protective Padding to 4 Impervious 3 it'd cover both that cost going over and the caps issue there.  But, up to you how you wish to adjust fire on caps.

Edited by HG Morrison

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Edits have been made.

1. Two complications mentioned merged into one.

2. Skills have been left as is. I realise it's mechanically better to pick the feats you mentioned, but I'm going with this setup for RP's sake.

3. Powers have been fixed. Aerokinesis is now an 11.5 point array, Air Control replaced with Move Object with flaw Action, to represent it takes longer to get the winds to that speed. Fixed the cost of other powers.

4. Limit on Immunity specified as Half Effect, environmental adaptation (high altitudes) removed. I think favored environment according to the house rules would cover that effect, if it even came up.

5. Defensive Roll has been dropped and the Protection in the suit bumped up to 6 (3 impervious). The Sensory Shield has been dropped to 3. The Super-Sense was in fact low-light vision, not full darkvision.

The two PPs freed up were put into Inspire and 4 ranks of skills. I think that covers it.

Thanks ahead. :)

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Alright only thing worth mentioning is that Move Object wouldn't increase your grapple score.  And your Grapple score while using that Move Object is actually Power'x Rank x 2.  Which I'll annotate for you, so


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Unarchived at Player's Request

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